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    Posts made by soulfein

    • RE: GAME BALANCE POLL FOR G40 FINAL ALPHA

      @Cow:

      so you hold baltic states still even with the russian bomber soulfein… russia would have to buy 2 bomber 3 arty to have 80% on your stuff… which would make for a really cool game actually,  because you would counter that and then there would be no more big stacks and a series of exchanges would occur. (with the added poland inf russia gets like 67% odds).

      tbh I was not thinking about baltic stack, when I said adding ussr bmbr would need rebalancing.
      got too many options for that bmbr, gotta look them each and do a little tweak if needed so game s not disturbd balance-wise

      eg after a standard open ussr suddenly might sink baltic navy in r2 if ger sends troops to baltic states (4 air plus sub vs cru ac 2 ftrs). not arguing about the pros or cons of this possible attack - just trying to say adding a bmbr opens up many possibilities and gotta play it throughout to be sure it does not effect game balance.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: GAME BALANCE POLL FOR G40 FINAL ALPHA

      I think it s really balanced as it is, unless a critical dicing happens in opening rounds.
      So I voted for extra sub in med, just to avoid dicing in sz97.

      Adding a russian bomber would be really nice, since it would allow ussr to have more gameplay options, but than game needs a rebalancing - just adding a bmbr too current setup would disturb the balance imho.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: X-PAD 01 Norse vs Attack OTKG

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

      Game History

      Round :1

      Purchase Units - Chinese
                  Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
                  Chinese buy 4 infantry; Remaining resources: 0 PUs;

      Combat Move - Chinese
                  4 infantry moved from Szechwan to Yunnan
                  1 fighter moved from Szechwan to Yunnan
                  1 infantry moved from Kweichow to Yunnan

      Combat - Chinese
                  Battle in Yunnan
                      Chinese attack with 1 fighter and 5 infantry
                      Japanese defend with 1 artillery and 2 infantry
                          Chinese roll dice for 1 fighter and 5 infantry in Yunnan, round 1 :  1/6 hits
                          Japanese roll dice for 1 artillery and 2 infantry in Yunnan, round 1 :  1/3 hits
                          1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                          Chinese roll dice for 1 fighter and 4 infantry in Yunnan, round 2 :  2/5 hits
                          Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 2 :  1/2 hits
                          1 infantry owned by the Japanese , 1 infantry owned by the Chinese and 1 artillery owned by the Japanese lost in Yunnan
                      Chinese win, taking Yunnan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 4
                      Casualties for Japanese: 1 artillery and 2 infantry
                      Casualties for Chinese: 2 infantry
                      Chinese win with 1 fighter and 3 infantry remaining. Battle score for attacker is 4
                      Casualties for Japanese: 1 artillery and 2 infantry
                      Casualties for Chinese: 2 infantry
                  Recording Battle Statistics

      Non Combat Move - Chinese
                  1 fighter moved from Yunnan to Shensi
                  2 infantry moved from Szechwan to Shensi
                  1 infantry moved from Kweichow to Shensi
                  2 infantry moved from Suiyuyan to Shensi

      Place Units - Chinese
                  4 infantry placed in Shensi

      Turn Complete - Chinese
                  Chinese collect 9 PUs; end with 9 PUs total
                  Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs

      Territory Summary for Chinese :

      Shensi : 1 fighter and 10 infantry
          Yunnan : 3 infantry

      Production/PUs Summary :

      Germans : 39 / 70
          Russians : 37 / 37
          Japanese : 29 / 41
          Americans : 52 / 53
          Chinese : 9 / 15
          British : 28 / 28
          UK_Pacific : 17 / 17
          Italians : 10 / 10
          ANZAC : 10 / 10
          French : 15 / 0
          Dutch : 11 / 0
          Mongolians : 0 / 0
          Neutral_Axis : 2 / 0
          Neutral_Allies : 6 / 0
          Neutral_True : 18 / 0

      posted in Tournaments
      S
      soulfein
    • RE: X-PAD 01 Norse vs Attack OTKG

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

      Game History

      Round :1

      Purchase Units - Russians
                  Russians buy 3 artilleries, 3 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - Russians
                  Giving bonus movement to units

      Non Combat Move - Russians
                  1 submarine moved from 127 Sea Zone to 125 Sea Zone
                  1 cruiser moved from 115 Sea Zone to 114 Sea Zone
                  3 infantry moved from Vyborg to Novgorod
                  2 infantry moved from Karelia to Novgorod
                  3 infantry moved from Baltic States to Belarus
                  2 infantry moved from Eastern Poland to Belarus
                  2 infantry moved from Bessarabia to Western Ukraine
                  3 infantry moved from Ukraine to Western Ukraine
                  2 infantry moved from Caucasus to Rostov
                  1 fighter and 1 tactical_bomber moved from Russia to Novgorod
                  1 infantry moved from Archangel to Belarus
                  1 artillery and 2 infantry moved from Novgorod to Belarus
                  1 armour and 1 mech_infantry moved from Russia to Bryansk
                  2 aaGuns moved from Novgorod to Belarus
                  2 aaGuns, 1 artillery and 1 infantry moved from Russia to Bryansk
                  5 infantry moved from Amur to Buryatia
                  2 aaGuns and 6 infantry moved from Sakha to Buryatia
                  2 infantry moved from Buryatia to Yakut S.S.R.
                  3 infantry moved from Novgorod to Belarus
                  1 mech_infantry moved from Volgograd to Rostov
                  1 armour moved from Volgograd to Bryansk

      Place Units - Russians
                  2 artilleries and 1 infantry placed in Novgorod
                  1 artillery and 2 infantry placed in Ukraine
                  4 mech_infantrys placed in Russia

      Turn Complete - Russians
                  Russians collect 37 PUs; end with 37 PUs total

      Territory Summary for Russians :

      Amur : 1 infantry
          Yakut S.S.R. : 2 infantry
          Buryatia : 2 aaGuns and 15 infantry
          Belarus : 2 aaGuns, 1 artillery and 12 infantry
          Bryansk : 2 aaGuns, 2 armour, 1 artillery, 1 infantry and 1 mech_infantry
          Rostov : 2 infantry and 1 mech_infantry
          Russia : 1 airfield, 1 factory_major and 4 mech_infantrys
          Ukraine : 1 artillery, 1 factory_minor and 2 infantry
          Western Ukraine : 1 artillery and 6 infantry
          Volgograd : 1 factory_minor
          Novgorod : 1 airfield, 2 artilleries, 1 factory_minor, 2 fighters, 1 harbour, 7 infantry and 1 tactical_bomber
          125 Sea Zone : 1 submarine
          114 Sea Zone : 1 cruiser
          115 Sea Zone : 1 submarine

      Production/PUs Summary :

      Germans : 39 / 70
          Russians : 37 / 37
          Japanese : 26 / 26
          Americans : 52 / 52
          Chinese : 12 / 12
          British : 28 / 28
          UK_Pacific : 17 / 17
          Italians : 10 / 10
          ANZAC : 10 / 10
          French : 15 / 0
          Dutch : 11 / 0
          Mongolians : 0 / 0
          Neutral_Axis : 2 / 0
          Neutral_Allies : 6 / 0
          Neutral_True : 18 / 0

      posted in Tournaments
      S
      soulfein
    • RE: X-PAD 01 Norse vs Attack OTKG

      gl n hf guys

      no scramble in both seazones

      ps: dont forget to put down all our e-mails (using guerillas 2nd email) for dice, plus autosend thingies from game to forum.

      suggestion: are u guys interested in meeting in triplea lobby to turn this game into a live match? (given all 6 of us can agree on when to do that)

      posted in Tournaments
      S
      soulfein
    • RE: The Japan Playbook

      @questioneer:

      tanks gives you the ability to counterattack…there a big difference between rolling a 3 (tank) vs. a 2 (artillery).

      actually arts are better for counterattack as long as range is not a problem, and u got enough enough infs to keep supporting (something which ussr doesnt lack), since u can buy 3 arts for the same price as 2 tanks.

      @questioneer:

      As far as US taking Korea- yes you’re right if Japan is going to attack on J3 and J4- J2 also maybe.  On a J1 attack, you have to get something to Moscow fast- planes and bombers are the only logical choice especially if combined with a hard Barbarossa.  In that case you need the landing spot fast to get there.

      compared to sending air via korea, sending air through med n middle east is a better option for allies. first it s equal in speed (if not faster), and more importantly going through med opens up more options for allies to mess european axis. considering u r sending those ftrs in response to a hard barbarossa, that s much better than sightseeing in siberia.

      but still I agree with zhukov, usually there are more optimal strategies avalaible to allies (including forcing ger to commit resources on another front being the most effective) than sending air support to moscow to defend .

      regarding game balance I do agree with what u r saying, it seems balanced enough, BUT playing allies is much harder compared to playing allies. right now, there is also a separate topic to discuss the balance.

      ps: cant build majors on territory originally belonging to another power. so usa can only build a minor in korea

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: The Japan Playbook

      @questioneer:

      Analyze this…

      18inf, 2AA–>Bury (R1)- Russia has the option to go east or west, waits for Japan- delay move.
                     -->Amur (R2)- If Japan goes south, Russia now steps up.
                     -->Korea (R3)- Gains 3IPCs and remains as a landing base for US fighters

      then US ftr shuck, 18 planes to Moscow by round 7.

      If Japan kills the stack at ANY time, they are grossly out of position, lose a handful of units, and India will stay alive- period.

      This works for anything J1, J2, J3, J4- doesn’t matter what kind of crappy gambit they throw. � Don’t fall back, pimp slap Japan back to Tokyo!!!

      If 6inf are left in Amur and Japan attacks round 1- that is also silly. � Why is it silly??? � No one should leave anything on Amur round 1 to begin with as Russia.

      I’m interested in your so-called Russian playbook. � Russia can last at least til round 8 in any Euro attack I’ve seen. � I counterattack with Russia building tanks right from the get go to delay the “svinehund” a round or 2 til I get serious Allied ground and aircraft help.

      99% the games I played I was happy to see a russian korea instead of an american one.

      if usa grabs korea and ussr can back it up with inf stack (combined with the option of china backing it up via infs from manch), a fac in korea might be troublesome for japs.
      but if it s russia who gets korea, it only means a landing spot for usa. so I let them have it, not even bothering to retake it and conti with whatev I m doing with japs. I can always go back and deal with them later, since that stack is not presenting an immediate threath.

      u mentioned 18 planes to moscow by round 7. I never did that, but saw being done against me a couple of times.  was really disasterous for allies. since usa spent that much effort for sending ftrs to save moscow, japs had almost no resistance down in dei and after getting india, was able to both provide air supprt to europe n threaten pac win.
      not to mention once bryansk stack was secured, ger was able to outmaneuver allies and help ita get med/africa.

      so based on my xp I really think 20 russians in korea in r3 is not the best option for ussr, and usa ftrs to moscow via korea might be one of the worst strategies for usa.

      slightly off the topic: u mention here building tanks with ussr right from the start, if I remember correctly u also mentioned before, that u buy 3 tanks per round with ussr. just wanted to warn, ger can have a decent shot at moscow g6, and probably can take it in g7 if russia overcommits to tanks.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: Optimal g1

      @Cow:

      the weakness about j1 DOW, is uk can get that minor complex on egypt and still defend london and still max power sz 97 (usa fig from iceland and 5 bombers to london). Most people aren’t that ambitious though.

      @Cow:

      Yes some people have this game down to a science already. I still hate you soulfein for posting this, because I was looking to pick up easy wins in garg’s tournament. That is ok, I will work for my wins.

      but at least I was nice enough to wait for posting uk1 egy fac counter to j1 dow :)

      ps: after our lil playtest, found a decent enough g1 open. is also well suited to be coupled with a j1. problem is, it s optimized for ll, and really open to dicings in dice games. so not entirely convinced if it s worth it but still d like to playtest vs u.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: When did you attack the true neutrals?
      • as axis, especially when rushing to egy after moscow s fallen, can use turkey to strafe-teleport units, preferabbly huge stacks of infs, from balkans to middle east. relatively more powerful if allies have a foothold in normandy, ie giving iberia as foothold wont be a huge disadvantage, since they already got a foothold.

      • as allies, can just declare war on neutrals (not necessarily attacking) to deny gertaly strafe-teleportation through turkey. keep in mind this is kinda last-resort-tactic, since allies will be saving only 1 round, but still can make a huge difference.

      • as allies, if a foothold in europe s desperately needed but cant be achieved, can land to portugal n move+land spain next round, or can land to spain, depending on the axis defences. but must have a clear upperhand in middle east to make sure giving turkey wont mean losing the game on the long run.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: Taranto and Axis responses to Taranto in G40(A3 final)

      yep goal is keeping cairo, and not saying hitting tobruk is a bad move, it s just inferior compared to hitting sz97.
      I advise u playtest it a lil bit more, doing similar moves, only differing by hitting sz97 or tobruk vs different axis strategies. playing against yourself should yield better results, unless your allies gameplay isnt too superior compared to your axis.

      ps: cant put a major on cairo, since cairo income s only 2.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: Taranto and Axis responses to Taranto in G40(A3 final)

      first looking at what we got at the start:
      ita land units in tobruk, with only limited options avalaible to them: they can either push for egy or (mech n tank) go for morocco.
      ita navy in med, with the ability to shuttle units anywhere in med. plus they can defend seazones.

      with skipping sz97 ita suddenly has a large fleet of warships, which can take out smaller forces without any losses (thx to bb) and use transports without the fear of being sunk. also with each passing round ita can add some ships to its navy (even using cheesy ita ac-get ftr tactics) n and thx to the “stacking snowballs” effect it ll be exponentially harder to sink it.

      on the long run ita s not losing tempo, right on the contrary ita s gaining tempo cause now ita doesnt need to waste time to create a fleet decent enough to protect med shuttles

      so trading some landlockd units over the core of a mighty fleet is not a good trade imho.

      btw I agree that games are decided in middle east/north africa.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: Taranto and Axis responses to Taranto in G40(A3 final)

      @Noll:

      I’m currently tinkering an Axis strategy that involves the neutral crush to close gibraltar via land forces, defend norway from sweden and build mostly land units with Italy, pushing the middle east and Egypt from Turkey.

      since uk can drop middle east fac(s) n spend most -if not all- income there, gertaly should move fast in med.
      earliest ita can crush turkey via land units is 5th or 6th round, so no middle east threat till 7th or 8th round for axis.
      that s really late for any success imho

      getting spain to close gibraltar means u just added 2 more territories (gib n spa) to defend against an amphibi and gotta trade portugal to prevent usa droping a fac. without even counting the time n resources getting spain I dont think that will be a good strategy overall.

      also ger can defend norway with novgorod fac. ofc that s only avalaible if ger doesnt go for london, but assuming ger did an optimal london, than u ll have a navy to defend norway.
      btw even a finn fac, which is really suboptimal imho, is a better-than-sweden way to defend norway.

      so take home message: leave neutrals alone :)

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: GARGANTUA'S $200 TOURNAMENT OF EXTRA DEATH AND PAIN (TripleA Only) 2xELIMINATION

      hmm nice to find a decent team rather quickly :)

      hi guerilla…

      posted in Tournaments
      S
      soulfein
    • RE: UK barbarossa strategies

      -middle east fac(s)
      -convoy raiding sz97 till ita turns into china in 41 v3
      -trying to hold india to fly air to moscow and/or helping egy after moscow s fallen
      -looking to normandy drops only after japs caged n usa can stack some transports in sz91

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: The Japan Playbook

      j1 dow is really fun and more optimal than a j2 dow regarding india. only downside on pac is a strong china which can lead to a usa fac in korea backd up by mass ussr n china infs.

      but the reason I wont ever do it in a competitive game is cause it messes up with africa n med.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: Alpha 3.9 Favors Axis

      I do really think game s still too young to talk about with a certainty, but I believe game favors slightly axis, solely because it s harder to play allies.

      axis have really flexible moves, but allies have rather solid moves, which must be done against certain axis moves. so whole game strategy is determined by axis, and allies have to come up with a near-perfect answer each time. even a rather slight mistake can be fatal n cause axis to win the game on the long run.

      not sure how this advantage can be countered by a bid, but I tend to go for a sudan inf, to ease ethiopia attack or support egy.

      off the topic: are there any mods here who check n delete off the topic/nonsense/spam posts?
      (yep new to this forum)

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: Taranto and Axis responses to Taranto in G40(A3 final)

      @wheatbeer:

      If Germany lands 3 fighters in SITA on G1, does that deter an Allied Taranto?  What if (in addition) Germany sinks the UK cruiser in SZ91?

      nope, gotta hit taranto. always.

      @wheatbeer:

      Does it ever benefit the Axis not to full scramble in SZ97 on UK1?

      on some very specific cases eg:

      -if u want to proceed with sealion and really need those ger air in sita
      -if ger didnt feint sealion n uk bought a minor fac
      -if u want to move ger transport(s) to gib and need ita air to sink a possible block
      -if somehow a nice opportunity involving sita air presents itself

      summing up: yep u can choose not to scramble if u believe u got something better to do with those ftrs.
      but that “something better to do” must really compansate for huge pile of units uk will have standing in med.

      PS: having more than 1 ger air in sita gives axis more flexibility, since they can choose whether to scramble ita or ger air, n use the other for better purposes.

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: Optimal g1

      @Hobbes:

      In another expression, to win you need to retain the initiative and keep your opponents responding to you, instead of the other way round :)

      nicely said :))

      posted in Axis & Allies Global 1940
      S
      soulfein
    • RE: GARGANTUA'S $200 TOURNAMENT OF EXTRA DEATH AND PAIN (TripleA Only) 2xELIMINATION

      lol thx for ads cow :))

      yep looking for a team / partner

      never played by froum, actually just joind this forum today
      but pro triplea n global gamer

      gl n hf all…

      posted in Tournaments
      S
      soulfein
    • RE: Optimal g1

      can see some flaws with that open:

      -sz111 and 109 ships can escape, so u wont be able to hit them with your planes on 2nd round.
      -with no ger ftrs in southern ita taranto raid can be done rather easily.
      -with no sealion feint plus easy taranto, uk can drop egy fac on first round, denying africa n middle east to gertaly forever.
      -compared to the g1 posted by me above (g3 novgorod) barb is going rather slowly.
      -risking air to paris aa gun.
      -g2 gib or morocco options can be easily blockd by uk.

      posted in Axis & Allies Global 1940
      S
      soulfein
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